Lord Monarch Online


What is it?
A strategy game that is a bit like a cellular automaton, 1997, Windows; originally PC-98, 1991.
What computer or emulator will it run on?
Anything that runs 9x. A high screen resolution is useful, at least 800×600 is recommended.
Similar Games
Castles & Kings, Wa-Tor, Age of Wonders.

It is funny how this game has people polarized. Some hate it, some love it, but nobody who played it seems to be simply neutral.

Lord Monarch is best described as a strategy game, but it has few similarities with what you may be familiar with from RTS games. There are only two types of units, the leader and the general populace. The leader usually stays in his castle, though sometimes you may send him to attack another leader directly, always a risky enterprise, but some maps can only be won this way. If you conquer an enemy this way, you take over all his land and money automatically. The strength of the leader is proportional to your population, but it does not react immediately to changes.

The populace are builders and soldiers in one. Their main task is to build bases, where more units are bred. If they encounter enemy units, they will fight. If they encounter enemy bases, they will destroy them. They act on their own, you only need to interfere if you want them to build, repair or destroy a bridge or barricade, or settle somewhere farther; one map can only be won if you take possession of a secluded part early. There is no micromanagement at all. Earlier maps can sometimes be won without interfering at all, giving the feel of a cellular automaton. Later levels often feel like a puzzle game, because your victory depends on a single action at the right time, and you have to find out what it is.

Graphics are in the style of old console RPGs, 16 colors, tiles are 32×32 in the largest, 8×8 in the smallest, and 16×16 in the default size, for you can zoom the map. There are five different graphic themes that come with their own music (the music of the mech theme is eerily reminiscent of the Chrono Trigger music for 2300 AD) and their own menu texts, which can be quite confusing, but it is all explained in the online manual.

Enough of the descriptions; download the game already and find out which faction you belong to, those who love it or those who hate it.

Download Lord Monarch Online

History

PC-98, 1991

Lord Monarch PC-98 screenshot.

Originally Lord Monarch (it is only called online now because you can download it for free) was released for the NEC PC-9801 in 1991. I really like the interface graphics of this version.

Super Famicom, 1992

Lord Monarch Super Famicom title screen.   Lord Monarch Super Famicom screenshot.

Lord Monarch Super Famicom screenshot.   Lord Monarch Super Famicom screenshot.

1992 it was ported to the Super Famicom. It was one of the few games to support the SNES mouse. The graphics were very similar to the PC-98 version, but 16×16 was the largest zoom. Gameplay-wise it seems to have been very similar to the original, but for a two-player mode and the option of alliances. There is a translation project for this game. As of 2007-11-28, progress is only 5%.

Sega Mega Drive, 1994

The 1994 Sega Mega Drive version however has several differences. It introduced an elaborate storyline (played out in isometric view) and several new features, but got rid of all the themes except Europe medieval:

The player can play in either campaign (which consists of helping a king eradicate a rebel force) or battle mode (where the player has to take on three rival kingdoms simultaneously while expanding his nation).

Alliances can be formed but only at the beginning of each game. This simplistic diplomacy system can never be used in a match after 5 minutes in the game, making it useful only for delaying war with a neighboring kingdom. However, the alliance is only effective until the enemy alliance is defeated. Then the former allies declare war on each other. Victory through a cunning alliance is impossible because game rules dictate that there can only be one winner at the end of the game. That is why the two former allies need to go to war in order to claim the victory.

Human units as well as orcs and demons are used for peasants, soldiers, and knights. Also, a leader can be either a warrior, a magician, or a shaman. Throughout the game, peasants have to do engineering tasks as well as military tasks. For example, bridges, monster-filled caves, and fences can be created or destroyed for the purposes of strategy. With each successful victory, peasants become soldiers and eventually knights. The player even has a leader avatar that must liberate hanged men from the gallows to be his assistant, collect treasure chests from the countryside in order to gain a mass influx of gold, and to force nearby cities to pay taxes.—Wikipedia

Stages

As far as I have figured them out, here are my strategies for the 15 stages. Note that stage 1–5 have tutorial character, they introduce the five different tilesets and can usually be won by simply doing nothing. The only way to lose them is to send your leader to directly attack a still too strong adversary. My hints here just speed things up.

  1. Conqueror's trial: Just sit back and watch. You can speed things up by defeating Whiteland with your leader once Blackland has fallen, and by building the last bridge tile down to Redland.
  2. Backroads Euromap: Again, just sit back and watch. You may want to open the road to Octosnacks in the south once you have filled your quarter.
  3. Ancient Kingdom: Immediately send the bulk of your troops to plug the two holes on the coast of your territory (Wait orders first, then Free unit).
  4. Steel Brain: Again, you may want to repair the pipes on your territory immediately. It is also a good idea to repair either the top or bottom left bridge soon. This is probably the first map where a defeat is possible.
  5. Candy Waltz: This is the first map that definitely can not be won by just watching. Mushroom land seems to be the natural winner here. There are two ways to win this map:
    1. Build a bridge to the island to the north immediately. You can send your leader to defeat the other countries once they are weak enough, it will speed things up, but it is optional. Building the bridge will cause you to remain the weakest party for quite a while, don't let that irritate you.
    2. If you do not build the bridge, you will become stronger than the other parties at first. In this case it is absolutely necessary that you defeat Indyland and Honeyland with your leader at a good moment.
  6. Strange Islands: Immediately send your leader to defeat Blackland, then hurry back before Whiteland can block your way. The rest goes by itself.
  7. Precious Nature: This is the first really tough map. It is tougher than many later ones. When I played it the first time, I won easily, but it took me a long time till I was able to repeat my success. Right at the beginning, block the path to the A and the M. It is important that you destroy both tracks. With some luck, black and white will then duke it out in the L and not bother you. After blocking the paths, colonize the F immediately. Occasionally send your leader to destroy yellow (Octosnacks) settlements in the upper C. It still doesn't always work.
  8. Saint Steed: This one's easy again. There are many ways to do it, my preferred one is to immediately repair the T south to your HQ. Defeat CaoCao and LuBu armies with your leader as soon as strength permits. Colonize the empty space to the east. Finally, build a road to the north and finish off SunQuan.
  9. Geo Port Flash: No idea.
  10. Triple Attack: Immediately wreck the bridge that connects the southwestern island to the one with the Honeyland HQ. Cut off from its tax supply, Honeyland won't be able to repair the bridge. Once you have settled all available land, build a bridge to the north from your HQ. Mushroomland won't last long. Once it's defeated, repair the bridge you've wrecked in the beginning. Defeating Honeyland will give Indyland a road into your realm, but it will be no match.
  11. Forest War: No idea.
  12. Number One: No idea.
  13. Sleeping Dragon: The key to success here is a little bit of patience. Immediately block the road that connects your triangle of land with the rest of the map. Wait till you have reached a strength of about 30000. Then, rebuild the road and block the one directly north to it.
  14. Space Colony: No idea.
  15. Moon and Stars: You have to be quick. Send your population to build bridges to the other HQs, and your leader to defeat them. The conquered money will pay for the next bridge.
Related changelog entries: 2006-05-10, 2006-08-17, 2007-02-13, 2007-11-22, 2007-11-28